Cleric Forge

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Cleric [Forge Domain] (8) Outlander Miollnir

CLASS & LEVEL BACKGROUND PLAYER NAME


Anastasia Human/Damaran Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +1 30
+2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 75


+2 Strength
DEXTERITY
+1 Dexterity

+1 +3 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

12 ●
+5 Wisdom

+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 +1 Acrobatics (Dex) SUCCESSES

16 +2 Animal Handling (Wis)


8x(1d8+3)
FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+5 Athletics (Str)

0 +2 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

10 +2 Insight (Wis)
Sling +4 1d4+1 bludgeoning
Alms Box
WISDOM
+2 Intimidation (Cha)
0 Investigation (Int)
Warhammer +2 1d8+2 bludgeoning
Backpack
+5 Medicine (Wis) Blanket
+2

0 Nature (Int)
+2 Perception (Wis) Number of Candle x10
14
+2 Performance (Cha)
Attacks: 1 Censer
CHARISMA

+5 Persuasion (Cha)
0 Religion (Int)
Chain mail
+2 +1 Sleight of Hand (Dex) Emblem
14
+1 Stealth (Dex) Holy symbol
+5 Survival (Wis)
Hunting trap

SKILLS ATTACKS & SPELLCASTING


Incense x2
12 PASSIVE WISDOM (PERCEPTION)
CP Rations (1 day)
SP
x2
Tool Proficiencies: Flute
Shield
Weapon Proficiencies: Simple EP
Tinderbox
Armor Proficiencies: Light; GP Vestements
Medium; Shields
PP
Waterskin
Language Proficiencies:
Common; Sylvan

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Light Animate Dead
Mending Beacon of Hope
Sacred Flame Bestow Curse
Thaumaturgy Clairvoyance

Create Food and Water


Daylight
Dispel Magic

Glyph of Warding

SPELL
Magic Circle
LEVEL
SLOTS TOTAL SLOTS EXPENDED Mass Healing Word

1 4 Protection from Energy (Domain)


7
Remove Curse
EPAR
SPELL NAME
ED
PR

Bane

Bless
4 2
Burning Hands (Domain)

Command Banishment
SPELLS KNOWN

Create or Destroy Water Control Water

Cure Wounds Death Ward

Detect Evil and Good Divination

Detect Magic Fabricate (Domain)

Detect Poison and Disease Freedom of Movement

Guiding Bolt Guardian of Faith


8
Healing Word Locate Creature

Identify (Domain) Stone Shape

Wall of Fire (Domain)

2 3
Aid

Augury
Blindness/Deafness
5
Calm Emotions

Continual Flame
9
Enhance Ability
Find Traps

Gentle Repose
Heat Metal (Domain)

Hold Person

Lesser Restoration
Locate Object
Magic Weapon (Domain)

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Revivify

Sending
Speak with Dead
Spirit Guardians

Tongues
Water Walk

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Inflict Wounds

Protection from Evil and Good


Purify Food and Drink
4 2
Sanctuary
SPELLS KNOWN

Shield of Faith

2 3
Prayer of Healing

Protection from Poison


Silence
5
Spiritual Weapon

Warding Bond
9
Zone of Truth

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

---------------Actions--------------
Channel Divinity: Turn Undead. Undead within 30 feet must make a
DC 13 Wisdom save or be turned for 1 min. or until damaged.

-----------Other Traits------------
..

..

Channel Divinity. Channel divine power using Turn Undead or one


of your domain Channel Divinity options. (use twice/rest).

Destroy Undead. Destroy CR 1 or less creatures who fail turn save.

Resilient. Choose one ability score. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.


You gain proficiency in saving throws using the chosen ability.

War Caster. Prerequisite: The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning


techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make


to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you
have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity
attack from you, you can use your reaction to cast a spell at the
creature, rather than making an opportunity attack. The spell must
have a casting time of 1 action and must target only that creature.
Page 1

Light Mending Sacred Flame


Cleric Cantrip Evocation DC 13 Spell Mod +5 Cleric Cantrip Transmutation DC 13 Spell Mod +5 Cleric Cantrip Evocation DC 13 Spell Mod +5
1 Act. Touch V,M 1 hr 1 min Touch V,S,M Inst 1 Act. 60 ft V,S Inst
A firefly or phosphorescent moss Two lodestones

You touch one object that is no larger than 10 This spell repairs a single break or tear in an Flame-like radiance descends on a creature
feet in any dimension. Until the spell ends, the object you touch, such as a broken chain link, that you can see within range. The target must
object sheds bright light in a 20-foot radius two halves of a broken key, a torn cloak, or a succeed on a Dexterity saving throw or take
and dim light for an additional 20 feet. The leaking wineskin. As long as the break or tear 1d8 radiant damage. The target gains no
light can be colored as you like. Completely is no larger than 1 foot in any dimension, you benefit from cover for this saving throw. The
covering the object with something opaque mend it, leaving no trace of the former spell's damage increases by 1d8 when you
blocks the light. The spell ends if you cast it damage. This spell can physically repair a reach 5th level (2d8), 11th level (3d8), and 17th
again or dismiss it as an action. If you target magic item or construct, but the spell can't level (4d8).
an object held or worn by a hostile creature, restore magic to such an object.
that creature must succeed on a Dexterity
saving throw to avoid the spell.

Thaumaturgy Bane Bless


Cleric Cantrip Transmutation DC 13 Spell Mod +5 Cleric Level 1 Enchantment DC 13 Spell Mod +5 Cleric Level 1 Enchantment DC 13 Spell Mod +5
1 Act. 30 ft V Up to 1 min 1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S,M Conc, 1 min
A drop of blood A sprinkling of holy water

You manifest a minor wonder, a sign of Up to three creatures of your choice that you You bless up to three creatures of your choice
supernatural power, within range. You create can see within range must make Charisma within range. Whenever a target makes an
one of the following magical effects within saving throws. Whenever a target that fails attack roll or a saving throw before the spell
range: • Your voice booms up to three times as this saving throw makes an attack roll or a ends, the target can roll a d4 and add the
loud as normal for 1 minute. • You cause saving throw before the spell ends, the target number rolled to the attack roll or saving
flames to flicker, brighten, dim, or change must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this
color for 1 minute. • You cause harmless from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher,
tremors in the ground for 1 minute. • You Levels. When you cast this spell using a spell you can target one additional creature for each
create an instantaneous sound that originates slot of 2nd level or higher, you can target one slot level above 1st.
from a point of your choice within range, such additional creature for each slot level above
as a rumble of thunder, the cry of a raven, or 1st.
ominous whispers. • You instantaneously
cause an unlocked door or window to fly open
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Burning Hands Command Create or Destroy Water


Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Enchantment DC 13 Spell Mod +5 Cleric Level 1 Transmutation DC 13 Spell Mod +5
1 Act. Self V,S Inst 1 Act. 60 ft V 1 Rnd 1 Act. 30 ft V,S,M Inst
A drop of water if creating water or a few grains of
sand if destroying it

As you hold your hands with thumbs touching You speak a one-word command to a creature You either create or destroy water. Create
and fingers spread, a thin sheet of flames you can see within range. The target must Water. You create up to 10 gallons of clean
shoots forth from your outstretched succeed on a Wisdom saving throw or follow water within range in an open container.
fingertips. Each creature in a 15-foot cone the command on its next turn. The spell has no Alternatively, the water falls as rain in a
must make a Dexterity saving throw. A effect if the target is undead, if it doesn't 30-foot cube within range, extinguishing
creature takes 3d6 fire damage on a failed understand your language, or if your exposed flames in the area. Destroy Water.
save, or half as much damage on a successful command is directly harmful to it. Some You destroy up to 10 gallons of water in an
one. The fire ignites any flammable objects in typical commands and their effects follow. open container within range. Alternatively,
the area that aren't being worn or carried. At You might issue a command other than one you destroy fog in a 30-foot cube within range.
Higher Levels. When you cast this spell using a described here. If you do so, the GM At Higher Levels. When you cast this spell
spell slot of 2nd level or higher, the damage determines how the target behaves. If the using a spell slot of 2nd level or higher, you
increases by 1d6 for each slot level above 1st. target can't follow your command, the spell create or destroy 10 additional gallons of
ends. Approach. The target moves toward you water, or the size of the cube increases by 5
by the shortest and most direct route, ending feet, for each slot level above 1st.
its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone
Page 1 (reverse)

Command (reverse)
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Page 2

Cure Wounds Detect Evil and Good Detect Magic (ritual)


Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5
1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins

A creature you touch regains a number of hit For the duration, you know if there is an For the duration, you sense the presence of
points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic
modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where in this way, you can use your action to see a
constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if faint aura around any visible creature or
this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you object in the area that bears magic, and you
higher, the healing increases by 1d8 for each that has been magically consecrated or learn its school of magic, if any. The spell can
slot level above 1st. desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.

Detect Poison and Disease (ritual) Guiding Bolt Healing Word


Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Evocation DC 13 Spell Mod +5
1 Act. Self V,S,M Conc, 10 mins 1 Act. 120 ft V,S 1 Rnd 1 B.A. 60 ft V Inst
A yew leaf

For the duration, you can sense the presence A flash of light streaks toward a creature of A creature of your choice that you can see
and location of poisons, poisonous creatures, your choice within range. Make a ranged spell within range regains hit points equal to 1d4 +
and diseases within 30 feet of you. You also attack against the target. On a hit, the target your spellcasting ability modifier. This spell
identify the kind of poison, poisonous takes 4d6 radiant damage, and the next attack has no effect on undead or constructs. At
creature, or disease in each case. The spell can roll made against this target before the end of Higher Levels. When you cast this spell using a
penetrate most barriers, but it is blocked by 1 your next turn has advantage, thanks to the spell slot of 2nd level or higher, the healing
foot of stone, 1 inch of common metal, a thin mystical dim light glittering on the target until increases by 1d4 for each slot level above 1st.
sheet of lead, or 3 feet of wood or dirt. then. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d6 for each slot level
above 1st.

Identify (ritual) Inflict Wounds Protection from Evil and Good


Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Necromancy DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5
1 min Touch V,S,M Inst 1 Act. Touch V,S Inst 1 Act. Touch V,S,M Conc, 10 mins
A pearl worth at least 100 gp and an owl feather Holy water or powdered silver and iron, which the
spell consumes

You choose one object that you must touch Make a melee spell attack against a creature Until the spell ends, one willing creature you
throughout the casting of the spell. If it is a you can reach. On a hit, the target takes 3d10 touch is protected against certain types of
magic item or some other magic-imbued necrotic damage. At Higher Levels. When you creatures: aberrations, celestials, elementals,
object, you learn its properties and how to use cast this spell using a spell slot of 2nd level or fey, fiends, and undead. The protection grants
them, whether it requires attunement to use, higher, the damage increases by 1d10 for each several benefits. Creatures of those types have
and how many charges it has, if any. You learn slot level above 1st. disadvantage on attack rolls against the target.
whether any spells are affecting the item and The target also can't be charmed, frightened,
what they are. If the item was created by a or possessed by them. If the target is already
spell, you learn which spell created it. If you charmed, frightened, or possessed by such a
instead touch a creature throughout the creature, the target has advantage on any new
casting, you learn what spells, if any, are saving throw against the relevant effect.
currently affecting it.
Page 2 (reverse)
Page 3

Purify Food and Drink (ritual) Sanctuary Shield of Faith


Cleric Level 1 Transmutation DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5
1 Act. 10 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min 1 B.A. 60 ft V,S,M Conc, 10 mins
A small silver mirror A small parchment with a bit of holy text written on
it

All nonmagical food and drink within a You ward a creature within range against A shimmering field appears and surrounds a
5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who creature of your choice within range, granting
your choice within range is purified and targets the warded creature with an attack or a it a +2 bonus to AC for the duration.
rendered free of poison and disease. harmful spell must first make a Wisdom
saving throw. On a failed save, the creature
must choose a new target or lose the attack or
spell. This spell doesn't protect the warded
creature from area effects, such as the
explosion of a fireball. If the warded creature
makes an attack or casts a spell that affects an
enemy creature, this spell ends.

Aid Augury (ritual) Blindness/Deafness


Cleric Level 2 Abjuration DC 13 Spell Mod +5 Cleric Level 2 Divination DC 13 Spell Mod +5 Cleric Level 2 Necromancy DC 13 Spell Mod +5
1 Act. 30 ft V,S,M 8 hrs 1 min Self V,S,M Inst 1 Act. 30 ft V 1 min
A tiny strip of white cloth Specially marked sticks, bones, or similar tokens
worth at least 25 gp

Your spell bolsters your allies with toughness By casting gem-inlaid sticks, rolling dragon You can blind or deafen a foe. Choose one
and resolve. Choose up to three creatures bones, laying out ornate cards, or employing creature that you can see within range to make
within range. Each target's hit point some other divining tool, you receive an omen a Constitution saving throw. If it fails, the
maximum and current hit points increase by 5 from an otherworldly entity about the results target is either blinded or deafened (your
for the duration. At Higher Levels. When you of a specific course of action that you plan to choice) for the duration. At the end of each of
cast this spell using a spell slot of 3rd level or take within the next 30 minutes. The GM its turns, the target can make a Constitution
higher, a target's hit points increase by an chooses from the following possible omens: • saving throw. On a success, the spell ends. At
additional 5 for each slot level above 2nd. Weal, for good results • Woe, for bad results • Higher Levels. When you cast this spell using a
Weal and woe, for both good and bad results • spell slot of 3rd level or higher, you can target
Nothing, for results that aren't especially good one additional creature for each slot level
or bad The spell doesn't take into account any above 2nd.
possible circumstances that might change the
outcome, such as the casting of additional
spells or the loss or gain of a companion. If you
cast the spell two or more times before
completing your next long rest, there is a
cumulative 25 percent chance for each casting
after the first that you get a random reading.
The GM makes this roll in secret.

Calm Emotions Continual Flame Enhance Ability


Cleric Level 2 Enchantment DC 13 Spell Mod +5 Cleric Level 2 Evocation DC 13 Spell Mod +5 Cleric Level 2 Transmutation DC 13 Spell Mod +5
1 Act. 60 ft V,S Conc, 1 min 1 Act. Touch V,S,M Until dispelled 1 Act. Touch V,S,M Conc, 1 hr.
Ruby dust worth 50 gp, which the spell consumes Fur or a feather from a beast

You attempt to suppress strong emotions in a A flame, equivalent in brightness to a torch, You touch a creature and bestow upon it a
group of people. Each humanoid in a springs forth from an object that you touch. magical enhancement. Choose one of the
20-foot-radius sphere centered on a point you The effect looks like a regular flame, but it following effects; the target gains that effect
choose within range must make a Charisma creates no heat and doesn't use oxygen. A until the spell ends. Bear's Endurance. The
saving throw; a creature can choose to fail this continual flame can be covered or hidden but target has advantage on Constitution checks.
saving throw if it wishes. If a creature fails its not smothered or quenched. It also gains 2d6 temporary hit points, which
saving throw, choose one of the following two are lost when the spell ends. Bull's Strength.
effects. You can suppress any effect causing a The target has advantage on Strength checks,
target to be charmed or frightened. When this and his or her carrying capacity doubles. Cat's
spell ends, any suppressed effect resumes, Grace. The target has advantage on Dexterity
provided that its duration has not expired in checks. It also doesn't take damage from
the meantime. Alternatively, you can make a falling 20 feet or less if it isn't incapacitated.
target indifferent about creatures of your Eagle's Splendor. The target has advantage on
choice that it is hostile toward. This Charisma checks. Fox's Cunning. The target
indifference ends if the target is attacked or has advantage on Intelligence checks. Owl's
harmed by a spell or if it witnesses any of its Wisdom. The target has advantage on Wisdom
friends being harmed. When the spell ends, checks. At Higher Levels. When you cast this
the creature becomes hostile again, unless the spell using a spell slot of 3rd level or higher,
GM rules otherwise. you can target one additional creature for each
Page 3 (reverse)

Enhance Ability (reverse)


slot level above 2nd.
Page 4

Find Traps Gentle Repose (ritual) Heat Metal


Cleric Level 2 Divination DC 13 Spell Mod +5 Cleric Level 2 Necromancy DC 13 Spell Mod +5 Cleric Level 2 Transmutation DC 13 Spell Mod +5
1 Act. 120 ft V,S Inst 1 Act. Touch V,S,M 10 days 1 Act. 60 ft V,S,M Conc, 1 min
A pinch of salt and one copper piece placed on each of A piece of iron and a flame
the corpse's eyes, which must remain there for the
duration

You sense the presence of any trap within You touch a corpse or other remains. For the Choose a manufactured metal object, such as a
range that is within line of sight. A trap, for duration, the target is protected from decay metal weapon or a suit of heavy or medium
the purpose of this spell, includes anything and can't become undead. The spell also metal armor, that you can see within range.
that would inflict a sudden or unexpected effectively extends the time limit on raising You cause the object to glow red-hot. Any
effect you consider harmful or undesirable, the target from the dead, since days spent creature in physical contact with the object
which was specifically intended as such by its under the influence of this spell don't count takes 2d8 fire damage when you cast the spell.
creator. Thus, the spell would sense an area against the time limit of spells such as raise Until the spell ends, you can use a bonus
affected by the alarm spell, a glyph of dead. action on each of your subsequent turns to
warding, or a mechanical pit trap, but it would cause this damage again. If a creature is
not reveal a natural weakness in the floor, an holding or wearing the object and takes the
unstable ceiling, or a hidden sinkhole. This damage from it, the creature must succeed on
spell merely reveals that a trap is present. You a Constitution saving throw or drop the object
don't learn the location of each trap, but you if it can. If it doesn't drop the object, it has
do learn the general nature of the danger disadvantage on attack rolls and ability checks
posed by a trap you sense. until the start of your next turn. At Higher
Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.

Hold Person Lesser Restoration Locate Object


Cleric Level 2 Enchantment DC 13 Spell Mod +5 Cleric Level 2 Abjuration DC 13 Spell Mod +5 Cleric Level 2 Divination DC 13 Spell Mod +5
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. Touch V,S Inst 1 Act. Self V,S,M Conc, 10 mins
A small, straight piece of iron A forked twig

Choose a humanoid that you can see within You touch a creature and can end either one Describe or name an object that is familiar to
range. The target must succeed on a Wisdom disease or one condition afflicting it. The you. You sense the direction to the object's
saving throw or be paralyzed for the duration. condition can be blinded, deafened, paralyzed, location, as long as that object is within 1,000
At the end of each of its turns, the target can or poisoned. feet of you. If the object is in motion, you know
make another Wisdom saving throw. On a the direction of its movement. The spell can
success, the spell ends on the target. At Higher locate a specific object known to you, as long
Levels. When you cast this spell using a spell as you have seen it up close—within 30
slot of 3rd level or higher, you can target one feet—at least once. Alternatively, the spell can
additional humanoid for each slot level above locate the nearest object of a particular kind,
2nd. The humanoids must be within 30 feet of such as a certain kind of apparel, jewelry,
each other when you target them. furniture, tool, or weapon. This spell can't
locate an object if any thickness of lead, even a
thin sheet, blocks a direct path between you
and the object.

Magic Weapon Prayer of Healing Protection from Poison


Cleric Level 2 Transmutation DC 13 Spell Mod +5 Cleric Level 2 Evocation DC 13 Spell Mod +5 Cleric Level 2 Abjuration DC 13 Spell Mod +5
1 B.A. Touch V,S Conc, 1 hr 10 mins 30 ft V Inst 1 Act. Touch V,S 1 hr

You touch a nonmagical weapon. Until the Up to six creatures of your choice that you can You touch a creature. If it is poisoned, you
spell ends, that weapon becomes a magic see within range each regain hit points equal neutralize the poison. If more than one poison
weapon with a +1 bonus to attack rolls and to 2d8 + your spellcasting ability modifier. afflicts the target, you neutralize one poison
damage rolls. At Higher Levels. When you cast This spell has no effect on undead or that you know is present, or you neutralize
this spell using a spell slot of 4th level or constructs. At Higher Levels. When you cast one at random. For the duration, the target
higher, the bonus increases to +2. When you this spell using a spell slot of 3rd level or has advantage on saving throws against being
use a spell slot of 6th level or higher, the bonus higher, the healing increases by 1d8 for each poisoned, and it has resistance to poison
increases to +3. slot level above 2nd. damage.
Page 4 (reverse)
Page 5

Silence (ritual) Spiritual Weapon Warding Bond


Cleric Level 2 Illusion DC 13 Spell Mod +5 Cleric Level 2 Evocation DC 13 Spell Mod +5 Cleric Level 2 Abjuration DC 13 Spell Mod +5
1 Act. 120 ft V,S Conc, 10 mins 1 B.A. 60 ft V,S 1 min 1 Act. Touch V,S,M 1 hr
A pair of platinum rings worth at least 50 gp each,
which you and the target must wear for the duration

For the duration, no sound can be created You create a floating, spectral weapon within This spell wards a willing creature you touch
within or pass through a 20-foot-radius range that lasts for the duration or until you and creates a mystic connection between you
sphere centered on a point you choose within cast this spell again. When you cast the spell, and the target until the spell ends. While the
range. Any creature or object entirely inside you can make a melee spell attack against a target is within 60 feet of you, it gains a +1
the sphere is immune to thunder damage, and creature within 5 feet of the weapon. On a hit, bonus to AC and saving throws, and it has
creatures are deafened while entirely inside it. the target takes force damage equal to 1d8 + resistance to all damage. Also, each time it
Casting a spell that includes a verbal your spellcasting ability modifier. As a bonus takes damage, you take the same amount of
component is impossible there. action on your turn, you can move the weapon damage. The spell ends if you drop to 0 hit
up to 20 feet and repeat the attack against a points or if you and the target become
creature within 5 feet of it. The weapon can separated by more than 60 feet. It also ends if
take whatever form you choose. Clerics of the spell is cast again on either of the
deities who are associated with a particular connected creatures. You can also dismiss the
weapon (as St. Cuthbert is known for his mace spell as an action.
and Thor for his hammer) make this spell's
effect resemble that weapon. At Higher Levels.
When you cast this spell using a spell slot of
3rd level or higher, the damage increases by
1d8 for every two slot levels above 2nd.

Zone of Truth Animate Dead Beacon of Hope


Cleric Level 2 Enchantment DC 13 Spell Mod +5 Cleric Level 3 Necromancy DC 13 Spell Mod +5 Cleric Level 3 Abjuration DC 13 Spell Mod +5
1 Act. 60 ft V,S 10 mins 1 min 10 ft V,S,M Inst 1 Act. 30 ft V,S Conc, 1 min
A drop of blood, a piece of flesh, and a pinch of bone
dust

You create a magical zone that guards against This spell creates an undead servant. Choose a This spell bestows hope and vitality. Choose
deception in a 15-foot-radius sphere centered pile of bones or a corpse of a Medium or Small any number of creatures within range. For the
on a point of your choice within range. Until humanoid within range. Your spell imbues the duration, each target has advantage on
the spell ends, a creature that enters the spell's target with a foul mimicry of life, raising it as Wisdom saving throws and death saving
area for the first time on a turn or starts its an undead creature. The target becomes a throws, and regains the maximum number of
turn there must make a Charisma saving skeleton if you chose bones or a zombie if you hit points possible from any healing.
throw. On a failed save, a creature can't speak chose a corpse (the GM has the creature's
a deliberate lie while in the radius. You know game statistics). On each of your turns, you
whether each creature succeeds or fails on its can use a bonus action to mentally command
saving throw. An affected creature is aware of any creature you made with this spell if the
the spell and can thus avoid answering creature is within 60 feet of you (if you control
questions to which it would normally respond multiple creatures, you can command any or
with a lie. Such a creature can be evasive in its all of them at the same time, issuing the same
answers as long as it remains within the command to each one). You decide what action
boundaries of the truth. the creature will take and where it will move
during its next turn, or you can issue a general
command, such as to guard a particular
chamber or corridor. If you issue no
commands, the creature only defends itself

Bestow Curse Clairvoyance Create Food and Water


Cleric Level 3 Necromancy DC 13 Spell Mod +5 Cleric Level 3 Divination DC 13 Spell Mod +5 Cleric Level 3 Conjuration DC 13 Spell Mod +5
1 Act. Touch V,S Conc, 1 min 10 mins 1 mile V,S,M Conc, 10 mins 1 Act. 30 ft V,S Inst
A focus worth at least 100 gp, either a jeweled horn
for hearing or a glass eye for seeing

You touch a creature, and that creature must You create an invisible sensor within range in You create 45 pounds of food and 30 gallons of
succeed on a Wisdom saving throw or become a location familiar to you (a place you have water on the ground or in containers within
cursed for the duration of the spell. When you visited or seen before) or in an obvious range, enough to sustain up to fifteen
cast this spell, choose the nature of the curse location that is unfamiliar to you (such as humanoids or five steeds for 24 hours. The
from the following options: • Choose one behind a door, around a corner, or in a grove food is bland but nourishing, and spoils if
ability score. While cursed, the target has of trees). The sensor remains in place for the uneaten after 24 hours. The water is clean and
disadvantage on ability checks and saving duration, and it can't be attacked or otherwise doesn't go bad.
throws made with that ability score. • While interacted with. When you cast the spell, you
cursed, the target has disadvantage on attack choose seeing or hearing. You can use the
rolls against you. • While cursed, the target chosen sense through the sensor as if you were
must make a Wisdom saving throw at the start in its space. As your action, you can switch
of each of its turns. If it fails, it wastes its between seeing and hearing. A creature that
action that turn doing nothing. • While the can see the sensor (such as a creature
target is cursed, your attacks and spells deal benefiting from see invisibility or truesight)
an extra 1d8 necrotic damage to the target. A sees a luminous, intangible orb about the size
remove curse spell ends this effect. At the of your fist.
GM's option, you may choose an alternative
curse effect, but it should be no more powerful
than those described above. The GM has final
Page 5 (reverse)

Animate Dead (reverse)


against hostile creatures. Once given an order,
the creature continues to follow it until its task
is complete. The creature is under your control
for 24 hours, after which it stops obeying any
command you've given it. To maintain control
of the creature for another 24 hours, you must
cast this spell on the creature again before the
current 24-hour period ends. This use of the
spell reasserts your control over up to four
creatures you have animated with this spell,
rather than animating a new one. At Higher
Levels. When you cast this spell using a spell
slot of 4th level or higher, you animate or
reassert control over two additional undead
creatures for each slot level above 3rd. Each of
the creatures must come from a different
corpse or pile of bones.

Bestow Curse (reverse)


say on such a curse's effect. At Higher Levels.
If you cast this spell using a spell slot of 4th
level or higher, the duration is concentration,
up to 10 minutes. If you use a spell slot of 5th
level or higher, the duration is 8 hours. If you
use a spell slot of 7th level or higher, the
duration is 24 hours. If you use a 9th level
spell slot, the spell lasts until it is dispelled.
Using a spell slot of 5th level or higher grants a
duration that doesn't require concentration.
Page 6

Daylight Dispel Magic Glyph of Warding


Cleric Level 3 Evocation DC 13 Spell Mod +5 Cleric Level 3 Abjuration DC 13 Spell Mod +5 Cleric Level 3 Abjuration DC 13 Spell Mod +5
1 Act. 60 ft V,S 1 hr 1 Act. 120 ft V,S Inst 1 hr Touch V,S,M Until dispelled
Incense and powdered diamond worth at least 200
gp, which the spell consumes

A 60-foot-radius sphere of light spreads out Choose one creature, object, or magical effect When you cast this spell, you inscribe a glyph
from a point you choose within range. The within range. Any spell of 3rd level or lower that harms other creatures, either upon a
sphere is bright light and sheds dim light for on the target ends. For each spell of 4th level surface (such as a table or a section of floor or
an additional 60 feet. If you chose a point on or higher on the target, make an ability check wall) or within an object that can be closed
an object you are holding or one that isn't using your spellcasting ability. The DC equals (such as a book, a scroll, or a treasure chest) to
being worn or carried, the light shines from 10 + the spell's level. On a successful check, the conceal the glyph. If you choose a surface, the
the object and moves with it. Completely spell ends. At Higher Levels. When you cast glyph can cover an area of the surface no
covering the affected object with an opaque this spell using a spell slot of 4th level or larger than 10 feet in diameter. If you choose
object, such as a bowl or a helm, blocks the higher, you automatically end the effects of a an object, that object must remain in its place;
light. If any of this spell's area overlaps with spell on the target if the spell's level is equal to if the object is moved more than 10 feet from
an area of darkness created by a spell of 3rd or less than the level of the spell slot you used. where you cast this spell, the glyph is broken,
level or lower, the spell that created the and the spell ends without being triggered.
darkness is dispelled. The glyph is nearly invisible and requires a
successful Intelligence (Investigation) check
against your spell save DC to be found. You
decide what triggers the glyph when you cast
the spell. For glyphs inscribed on a surface,
the most typical triggers include touching or
standing on the glyph, removing another

Magic Circle Mass Healing Word Meld into Stone (ritual)


Cleric Level 3 Abjuration DC 13 Spell Mod +5 Cleric Level 3 Evocation DC 13 Spell Mod +5 Cleric Level 3 Transmutation DC 13 Spell Mod +5
1 min 10 ft V,S,M 1 hr 1 B.A. 60 ft V Inst 1 Act. Touch V,S 8 hrs
Holy water or powdered silver and iron worth at least
100 gp, which the spell consumes

You create a 10-foot-radius, 20-foot-tall As you call out words of restoration, up to six You step into a stone object or surface large
cylinder of magical energy centered on a point creatures of your choice that you can see enough to fully contain your body, melding
on the ground that you can see within range. within range regain hit points equal to 1d4 + yourself and all the equipment you carry with
Glowing runes appear wherever the cylinder your spellcasting ability modifier. This spell the stone for the duration. Using your
intersects with the floor or other surface. has no effect on undead or constructs. At movement, you step into the stone at a point
Choose one or more of the following types of Higher Levels. When you cast this spell using a you can touch. Nothing of your presence
creatures: celestials, elementals, fey, fiends, or spell slot of 4th level or higher, the healing remains visible or otherwise detectable by
undead. The circle affects a creature of the increases by 1d4 for each slot level above 3rd. nonmagical senses. While merged with the
chosen type in the following ways: • The stone, you can't see what occurs outside it, and
creature can't willingly enter the cylinder by any Wisdom (Perception) checks you make to
nonmagical means. If the creature tries to use hear sounds outside it are made with
teleportation or interplanar travel to do so, it disadvantage. You remain aware of the
must first succeed on a Charisma saving passage of time and can cast spells on yourself
throw. • The creature has disadvantage on while merged in the stone. You can use your
attack rolls against targets within the cylinder. movement to leave the stone where you
• Targets within the cylinder can't be charmed, entered it, which ends the spell. You otherwise
frightened, or possessed by the creature. can't move. Minor physical damage to the
When you cast this spell, you can elect to stone doesn't harm you, but its partial
cause its magic to operate in the reverse destruction or a change in its shape (to the

Protection from Energy Remove Curse Revivify


Cleric Level 3 Abjuration DC 13 Spell Mod +5 Cleric Level 3 Abjuration DC 13 Spell Mod +5 Cleric Level 3 Necromancy DC 13 Spell Mod +5
1 Act. Touch V,S Conc, 1 hr 1 Act. Touch V,S Inst 1 Act. Touch V,S,M Inst
Diamonds worth 300 gp, which the spell consumes

For the duration, the willing creature you At your touch, all curses affecting one creature You touch a creature that has died within the
touch has resistance to one damage type of or object end. If the object is a cursed magic last minute. That creature returns to life with 1
your choice: acid, cold, fire, lightning, or item, its curse remains, but the spell breaks its hit point. This spell can't return to life a
thunder. owner's attunement to the object so it can be creature that has died of old age, nor can it
removed or discarded. restore any missing body parts.
Page 6 (reverse)

Glyph of Warding (reverse)


object covering the glyph, approaching within
a certain distance of the glyph, or
manipulating the object on which the glyph is
inscribed. For glyphs inscribed within an
object, the most common triggers include
opening that object, approaching within a
certain distance of the object, or seeing or
reading the glyph. Once a glyph is triggered,
this spell ends. You can further refine the
trigger so the spell activates only under
certain circumstances or according to physical
characteristics (such as height or weight),
creature kind (for example, the ward could be
set to affect aberrations or drow), or
alignment. You can also set conditions for
creatures that don't trigger the glyph, such as
those who say a certain password. When you
inscribe the glyph, choose explosive runes or a
spell glyph. Explosive Runes. When triggered,
the glyph erupts with magical energy in a
20-foot-radius sphere centered on the glyph.
The sphere spreads around corners. Each
creature in the area must make a Dexterity
saving throw. A creature takes 5d8 acid, cold,
fire, lightning, or thunder damage on a failed
saving throw (your choice when you create the

Meld into Stone (reverse) Magic Circle (reverse)


extent that you no longer fit within it) expels direction, preventing a creature of the
you and deals 6d6 bludgeoning damage to you. specified type from leaving the cylinder and
The stone's complete destruction (or protecting targets outside it. At Higher Levels.
transmutation into a different substance) When you cast this spell using a spell slot of
expels you and deals 50 bludgeoning damage 4th level or higher, the duration increases by 1
to you. If expelled, you fall prone in an hour for each slot level above 3rd.
unoccupied space closest to where you first
entered.
Page 7

Sending Speak with Dead Spirit Guardians


Cleric Level 3 Evocation DC 13 Spell Mod +5 Cleric Level 3 Necromancy DC 13 Spell Mod +5 Cleric Level 3 Conjuration DC 13 Spell Mod +5
1 Act. UnlimitedV,S,M 1 Rnd 1 Act. 10 ft V,S,M 10 mins 1 Act. Self V,S,M Conc, 10 mins
A short piece of fine copper wire Burning incense A holy symbol

You send a short message of twenty-five You grant the semblance of life and You call forth spirits to protect you. They flit
words or less to a creature with which you are intelligence to a corpse of your choice within around you to a distance of 15 feet for the
familiar. The creature hears the message in its range, allowing it to answer the questions you duration. If you are good or neutral, their
mind, recognizes you as the sender if it knows pose. The corpse must still have a mouth and spectral form appears angelic or fey (your
you, and can answer in a like manner can't be undead. The spell fails if the corpse choice). If you are evil, they appear fiendish.
immediately. The spell enables creatures with was the target of this spell within the last 10 When you cast this spell, you can designate
Intelligence scores of at least 1 to understand days. Until the spell ends, you can ask the any number of creatures you can see to be
the meaning of your message. You can send corpse up to five questions. The corpse knows unaffected by it. An affected creature's speed is
the message across any distance and even to only what it knew in life, including the halved in the area, and when the creature
other planes of existence, but if the target is on languages it knew. Answers are usually brief, enters the area for the first time on a turn or
a different plane than you, there is a 5 percent cryptic, or repetitive, and the corpse is under starts its turn there, it must make a Wisdom
chance that the message doesn't arrive. no compulsion to offer a truthful answer if you saving throw. On a failed save, the creature
are hostile to it or it recognizes you as an takes 3d8 radiant damage (if you are good or
enemy. This spell doesn't return the creature's neutral) or 3d8 necrotic damage (if you are
soul to its body, only its animating spirit. evil). On a successful save, the creature takes
Thus, the corpse can't learn new information, half as much damage. At Higher Levels. When
doesn't comprehend anything that has you cast this spell using a spell slot of 4th level
happened since it died, and can't speculate or higher, the damage increases by 1d8 for
about future events. each slot level above 3rd.

Tongues Water Walk (ritual) Banishment


Cleric Level 3 Divination DC 13 Spell Mod +5 Cleric Level 3 Transmutation DC 13 Spell Mod +5 Cleric Level 4 Abjuration DC 13 Spell Mod +5
1 Act. Touch V,M 1 hr 1 Act. 30 ft V,S,M 1 hr 1 Act. 60 ft V,S,M Conc, 1 min
A small clay model of a ziggurat A piece of cork An item distasteful to the target

This spell grants the creature you touch the This spell grants the ability to move across any You attempt to send one creature that you can
ability to understand any spoken language it liquid surface—such as water, acid, mud, see within range to another plane of existence.
hears. Moreover, when the target speaks, any snow, quicksand, or lava—as if it were The target must succeed on a Charisma saving
creature that knows at least one language and harmless solid ground (creatures crossing throw or be banished. If the target is native to
can hear the target understands what it says. molten lava can still take damage from the the plane of existence you're on, you banish
heat). Up to ten willing creatures you can see the target to a harmless demiplane. While
within range gain this ability for the duration. there, the target is incapacitated. The target
If you target a creature submerged in a liquid, remains there until the spell ends, at which
the spell carries the target to the surface of the point the target reappears in the space it left
liquid at a rate of 60 feet per round. or in the nearest unoccupied space if that
space is occupied. If the target is native to a
different plane of existence than the one
you're on, the target is banished with a faint
popping noise, returning to its home plane. If
the spell ends before 1 minute has passed, the
target reappears in the space it left or in the
nearest unoccupied space if that space is
occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell

Control Water Death Ward Divination (ritual)


Cleric Level 4 Transmutation DC 13 Spell Mod +5 Cleric Level 4 Abjuration DC 13 Spell Mod +5 Cleric Level 4 Divination DC 13 Spell Mod +5
1 Act. 300 ft V,S,M Conc, 10 mins 1 Act. Touch V,S 8 hrs 1 Act. Self V,S,M Inst
A drop of water and a pinch of dust Incense and a sacrificial offering appropriate to your
religion, together worth at least 25 gp, which the spell
consumes

Until the spell ends, you control any You touch a creature and grant it a measure of Your magic and an offering put you in contact
freestanding water inside an area you choose protection from death. The first time the with a god or a god's servants. You ask a single
that is a cube up to 100 feet on a side. You can target would drop to 0 hit points as a result of question concerning a specific goal, event, or
choose from any of the following effects when taking damage, the target instead drops to 1 activity to occur within 7 days. The GM offers
you cast this spell. As an action on your turn, hit point, and the spell ends. If the spell is still a truthful reply. The reply might be a short
you can repeat the same effect or choose a in effect when the target is subjected to an phrase, a cryptic rhyme, or an omen. The spell
different one. Flood. You cause the water level effect that would kill it instantaneously doesn't take into account any possible
of all standing water in the area to rise by as without dealing damage, that effect is instead circumstances that might change the outcome,
much as 20 feet. If the area includes a shore, negated against the target, and the spell ends. such as the casting of additional spells or the
the flooding water spills over onto dry land. If loss or gain of a companion. If you cast the
you choose an area in a large body of water, spell two or more times before finishing your
you instead create a 20-foot tall wave that next long rest, there is a cumulative 25 percent
travels from one side of the area to the other chance for each casting after the first that you
and then crashes down. Any Huge or smaller get a random reading. The GM makes this roll
vehicles in the wave's path are carried with it in secret.
to the other side. Any Huge or smaller vehicles
struck by the wave have a 25 percent chance of
capsizing. The water level remains elevated
until the spell ends or you choose a different
Page 7 (reverse)

Banishment (reverse)
using a spell slot of 5th level or higher, you can
target one additional creature for each slot
level above 4th.

Control Water (reverse)


effect. If this effect produced a wave, the wave
repeats on the start of your next turn while the
flood effect lasts. Part Water. You cause water
in the area to move apart and create a trench.
The trench extends across the spell's area, and
the separated water forms a wall to either side.
The trench remains until the spell ends or you
choose a different effect. The water then
slowly fills in the trench over the course of the
next round until the normal water level is
restored. Redirect Flow. You cause flowing
water in the area to move in a direction you
choose, even if the water has to flow over
obstacles, up walls, or in other unlikely
directions. The water in the area moves as you
direct it, but once it moves beyond the spell's
area, it resumes its flow based on the terrain
conditions. The water continues to move in
the direction you chose until the spell ends or
you choose a different effect. Whirlpool. This
effect requires a body of water at least 50 feet
square and 25 feet deep. You cause a whirlpool
to form in the center of the area. The
whirlpool forms a vortex that is 5 feet wide at
the base, up to 50 feet wide at the top, and 25
feet tall. Any creature or object in the water
Page 8

Fabricate Freedom of Movement Guardian of Faith


Cleric Level 4 Transmutation DC 13 Spell Mod +5 Cleric Level 4 Abjuration DC 13 Spell Mod +5 Cleric Level 4 Conjuration DC 13 Spell Mod +5
10 mins 120 ft V,S Inst 1 Act. Touch V,S,M 1 hr 1 Act. 30 ft V 8 hrs
A leather strap, bound around the arm or a similar
appendage

You convert raw materials into products of the You touch a willing creature. For the duration, A Large spectral guardian hovers in an
same material. For example, you can fabricate the target's movement is unaffected by unoccupied space of your choice that you can
a wooden bridge from a clump of trees, a rope difficult terrain, and spells and other magical see. It occupies the space and is indistinct
from a patch of hemp, and clothes from flax or effects can neither reduce the target's speed except for a sword and shield that have the
wool. Choose raw materials that you can see nor cause the target to be paralyzed or symbol of your deity. Any hostile creature
within range. You can fabricate a Large or restrained. The target can also spend 5 feet of that moves within 10 feet of the guardian for
smaller object (contained within a 10-foot movement to automatically escape from the first time must pass a Dexterity save. It
cube, or eight connected 5-foot cubes), given a nonmagical restraints, such as manacles or a takes 20 radiant damage on a failed save, or
sufficient quantity of raw material. If you are creature that has it grappled. Finally, being half damage on a success. The guardian
working with metal, stone, or another mineral underwater imposes no penalties on the vanishes when it has dealt a total of 60
substance, however, the fabricated object can target's movement or attacks. damage.
be no larger than Medium (contained within a
single 5-foot cube). The quality of objects made
by the spell is commensurate with the quality
of the raw materials. Creatures or magic items
can't be created or transmuted by this spell.
You also can't use it to create items that
ordinarily require a high degree of
craftsmanship, such as jewelry, weapons,

Locate Creature Stone Shape Wall of Fire


Cleric Level 4 Divination DC 13 Spell Mod +5 Cleric Level 4 Transmutation DC 13 Spell Mod +5 Cleric Level 4 Evocation DC 13 Spell Mod +5
1 Act. Self V,S,M Conc, 1 hr 1 Act. Touch V,S,M Inst 1 Act. 120 ft V,S,M Conc, 1 min
A bit of fur from a bloodhound Soft clay, which must be worked into roughly the A small piece of phosphorus
desired shape of the stone object

Describe or name a creature that is familiar to You touch a stone object of Medium size or You create a wall of fire on a solid surface
you. You sense the direction to the creature's smaller or a section of stone no more than 5 within range. You can make the wall up to 60
location, as long as that creature is within feet in any dimension and form it into any feet long, 20 feet high, and 1 foot thick, or a
1,000 feet of you. If the creature is moving, shape that suits your purpose. So, for example, ringed wall up to 20 feet in diameter, 20 feet
you know the direction of its movement. The you could shape a large rock into a weapon, high, and 1 foot thick. The wall is opaque and
spell can locate a specific creature known to idol, or coffer, or make a small passage lasts for the duration. When the wall appears,
you, or the nearest creature of a specific kind through a wall, as long as the wall is less than each creature within its area must make a
(such as a human or a unicorn), so long as you 5 feet thick. You could also shape a stone door Dexterity saving throw. On a failed save, a
have seen such a creature up close—within 30 or its frame to seal the door shut. The object creature takes 5d8 fire damage, or half as
feet—at least once. If the creature you you create can have up to two hinges and a much damage on a successful save. One side of
described or named is in a different form, such latch, but finer mechanical detail isn't the wall, selected by you when you cast this
as being under the effects of a polymorph possible. spell, deals 5d8 fire damage to each creature
spell, this spell doesn't locate the creature. that ends its turn within 10 feet of that side or
This spell can't locate a creature if running inside the wall. A creature takes the same
water at least 10 feet wide blocks a direct path damage when it enters the wall for the first
between you and the creature. time on a turn or ends its turn there. The other
side of the wall deals no damage. At Higher
Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage
Page 8 (reverse)

Fabricate (reverse)
glass, or armor, unless you have proficiency
with the type of artisan's tools used to craft
such objects.

Wall of Fire (reverse)


increases by 1d8 for each slot level above 4th.

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